Religion: Many Runecasters worship Boccob, but many are drawn to other gods as well.

Background: Runecasters are most often well-educated and are usually versed in literature or otherwise have an understanding of linguistics.

Races: Runecasters can be found among most civilized races, though monstrous races have a much lower number. The Illithids, however, have a rather large number of Runecasters in their society.

Other Classes: Runecasters have a strong respect for Wizards and Sorcerers, admiring their dedication and power. They are also respectful to most Brawny types, knowing that it tends to be nice to have a big meatshield to hide behind.

Role: Runecasters do what most needs to be done. They are rather awful at melee combat, and aren't much better when it comes to ranged combat. They are not good at scouting, and are not experts when it comes to healing. When utility or combat magic comes around, however, they have the versatility of a wizard and the raw power of a sorcerer.

GAME RULE INFORMATION
Abilities: Intelligence is important to a Runecaster due to the abilities reliance on memorizing and clearly enunciating the true name of the spell in the Runic Language. Constitution is important to increase the Runecaster's hit points.
Starting Age: As wizard.
Starting Gold: As wizard.

Runic Speech: A Runecaster learns the Runic Language at first level. Only Runecasters can know this language, as it exceeds the mental capacity of other classes.

Runic Arcana(Ex): As the Runecaster becomes more competent in his area of expertise, His mental power becomes greater and more able to handle the strain of complex Formation. The Runecaster's Runic Arcana Score determines the maximum amount of Mana he can force into a single spell.

Formation(Sp): A Runecaster is capable of forming new spells spontaneously using a unique seed-based mana-based casting system. Each seed has a Mana Cost that determines the relative power of the seed. The combined Mana Cost of each seed makes up the total Mana Cost of the spell. A spell's Mana Cost cannot exceed the character's Runic Arcana Score.
The Character has a set amount of Mana available per day, and casting any spell using this ability subtracts the Mana Cost of the spell from the total mana pool for the day. Only one spell may be cast each round, always as a standard action. Like other spellcasters, 8 hours of uninterrupted rest replenishes the Mana Pool.
There are Four types of seeds: Target Seeds, Effect Seeds, Duration Seeds, and Range Seeds, though the latter may not be applicable depending on the particular Target Seed. Further, Effect Seeds are divided into the categories of Destructive, Entropic, Morphic, Generative, Fortifying, and Manipulating.
Multiple Effects can be applied to a single spell, but using multiple effects causes the spell to suffer a cumulative +1 Mana Cost for each effect used. For example, using fire and miasma in the same spell has a +2 penalty in addition to the basic cost, while using fire alone has no added penalty.
Where applicable, the Save DC of a spell is equal to 10 + Half of the caster's Runic Arcana score + Intelligence modifier.

Cone Seed:
Range Seed Applicable: No
Effect: Spell is cast on all targets in a 15 ft cone. Additional Mana can be spent to increase the range of the cone by 5 ft for every point of Mana expended this way.
Mana Cost: +2

Blast Seed:
Range Seed Applicable: Yes
Effect: Spell is cast on any point within range. Spell is cast on all targets in a 5 ft radius burst from that point. Additional Mana can be spent to increase the radius of the blast by 5 ft for every point of Mana expended this way.
Mana Cost: +2

Animation
Duration Seed Applicable: No.
Effect: Only dead characters are affected by this effect. X affected targets of up to (X/2) HD are animated as skeletons under your control. You may not control more than twice your HD in skeletons at any point. Any skeletons created in excess of this limit become uncontrolled and hostile to all living creatures.
Save: No.
Mana Cost: +X

Terror
Duration Seed Applicable: Yes
Effect: All affected targets of X HD or lower must succeed on a will save or become shaken. All affected targets of (X-2) HD or lower must succeed on a will save or become panicked.
Save: Will negates.
Mana Cost: +X

Cursing
Duration Seed Applicable: No, Permanent.
Effect: Affected targets suffer the effect of the Bestow Curse spell. Each target must be affected with the same curse.
Save: Will negates.
Mana Cost: +8

Death
Duration Seed Applicable: No
Effect: All affected targets must make a Fortitude save or die horribly. This is a Necromantic Death Effect.
Save: Fortitude negates.
Mana Cost: +12

Morphic:

Enlargement
Duration Seed Applicable: Yes
Effect: Affected targets gain one size category, including the appropriate changes to their ability scores. These effects fade at the end of the spell's duration.
Save: Will negates(harmless)
Mana Cost: +1

Universal Breath
Duration Seed Applicable: Yes
Effect: Affected targets are not susceptible to the effects of drowning or suffocation for the duration of the effect.
Save: None
Mana Cost: +4

Repositioning
Duration Seed Applicable: No
Effect: On a failed save, or if willing, affected targets are moved up to 400 feet away in any direction, as the caster chooses. If a character is moved to an obviously dangerous area, (I.E. In a pool of magma or inside a rock wall) that character gains another save to avoid the effect.
Save: Will negates
Mana Cost: +8

Great Repositioning
Duration Seed Applicable: No
Effect: On a failed save, or if willing, affected targets are moved away any distance, in any direction, as the caster chooses. This effect is similar to a Teleport spell. If a character is moved to an obviously dangerous area, (I.E. In a pool of magma or inside a rock wall) that character gains another save to avoid the effect.
Save: Will negates
Mana Cost: +10

Petrification
Duration Seed Applicable: No
Effect: Affected targets, on a failed save, have their bodies transmuted into stone. This effect is identical to the Flesh to Stone spell.
Save: Fortitude Negates
Mana Cost: +10

Organic Repair
Duration Seed Applicable: No
Effect: Affected targets have their bodies transmuted from stone back into flesh. This effect is identical to the Stone to Flesh spell.
Save: None
Mana Cost: +10

Stasis
Duration Seed Applicable: No, Permanent
Effect: Affected targets, on a failed save, are frozen in time. They do not age, sleep, eat, breathe, or move. They are not dead, they do not get actions, and they cannot be harmed.
Save: Fortitude Negates
Mana Cost: +16

Generative:

Summoning: Only applicable to area targets, summons number and type based on mana spent.
Summoning
Duration Seed Applicable: Yes
Effect: A scalable summoning effect. I'm going to save this one for later. Messy work. If anyone has any ideas on how to make this effect scalable and balanced at all levels, let me know.
Save: None
Mana Cost: +X

Clouding
Duration Seed Applicable: Yes
Effect: The affected area develops a large cylinder of fog. This fog rises to a height of X feet and gives concealment to all creatures in the area of effect. This fog will be dissipated by four rounds of moderate wind or one round of strong (or stronger) wind.
Save: None
Mana Cost: +X

Lubricating
Duration Seed Applicable: Yes
Effect: The area that this effect targets is covered with a thick, extraordinarily slippery chemical that makes it ridiculously difficult to walk upon. All characters walking upon this surface must make a DC 10 Balance check or fall prone, and must take a move action to stand. The chemical fades at the end of the duration.
Save: Balance Check.
Mana Cost: +2

Stone
Duration Seed Applicable: No
Effect: The affected area is completely covered with a 5 foot deep layer of Stone. If the stone would bury any creature, the 5-foot square containing the creature is unaffected.
Save: None
Mana Cost: +8

Force
Duration Seed Applicable: No
Effect: The affected area is completely covered with a 5 foot tall wall of Force. If the force would cover any creature, the 5-foot square containing the creature is unaffected.
Save: None
Mana Cost: +11

Fortifying:

Shielding
Duration Seed Applicable: Yes
Effect: All affected targets gain a +X deflection bonus to AC until the end of the duration.
Save: Will negates (Harmless)
Mana Cost: +X

Resisting
Duration Seed Applicable: Yes
Effect: All affected targets gain Energy Resistance 3X against one type of energy until the end of the duration.
Save: Will negates (Harmless)
Mana Cost: +X

Enduring
Duration Seed Applicable: Yes
Effect: All affected targets gain a +X bonus to Constitution until the end of the duration.
Save: Will negates (Harmless)
Mana Cost: +X

Strengthening
Duration Seed Applicable: Yes
Effect: All affected targets gain a +X bonus to Strength until the end of the duration.
Save: Will negates (Harmless)
Mana Cost: +X

Agility
Duration Seed Applicable: Yes
Effect: All affected targets gain a +X bonus to Dexterity until the end of the duration.
Save: Will negates (Harmless)
Mana Cost: +X

Brainboosting
Duration Seed Applicable: Yes
Effect: All affected targets gain a +X bonus to Intelligence until the end of the duration.
Save: Will negates (Harmless)
Mana Cost: +X

Wizening
Duration Seed Applicable: Yes
Effect: All affected targets gain a +X bonus to Wisdom until the end of the duration.
Save: Will negates (Harmless)
Mana Cost: +X

Appealing
Duration Seed Applicable: Yes
Effect: All affected targets gain a +X bonus to Charisma until the end of the duration.
Save: Will negates (Harmless)
Mana Cost: +X

Charming
Duration Seed Applicable: Yes
Effect: On a failed save, affected targets believe that you are their good friend until the duration expires. They won't attack you, nor will they attack their own allies. Any hostile action by the caster breaks the effect as if the subject had succeeded on their Will Save.
Save: Will negates
Mana Cost: +2

Simple Illusion
Duration Seed Applicable: Yes
Effect: A simple Illusion of the caster's design comes into being in the target area. The illusion does not create sound, smell, texture, or temperature. This effect on one's own person is identical to a Disguise Self spell.
Save: Will Disbelief (If interacted with)
Mana Cost: +2

Minor Illusion
Duration Seed Applicable: Yes
Effect: A more complex Illusion of the caster's design comes into being in the target area. The illusion does not create smell, texture, or temperature. Simple sounds exist, but there is no Intelligible Speech.
Save: Will Disbelief (If interacted with)
Mana Cost: +4

Major Illusion
Duration Seed Applicable: Yes
Effect: A very complex Illusion of the caster's design comes into being in the target area. The illusion does not create texture.
Save: Will Disbelief (If interacted with)
Mana Cost: +6

Domination
Duration Seed Applicable: Yes
Effect: On a failed save, affected targets become completely under your control until the duration expires. If the affected creature is compelled to do something completely outside of its nature, the creature receives another saving throw.
Save: Will negates
Mana Cost: +10

Advanced Illusion
Duration Seed Applicable: Yes
Effect: An extremely complex Illusion of the caster's design comes into being in the target area. The Illusion can be programmed with as many eventualities as the caster can think of, and performs these with the set trigger. All effects produced by this are completely illusory.
Save: Will Disbelief (If interacted with)
Mana Cost: +12

Runeshape(Sp): The Runecaster gains the ability to shape his spells to his desire. However, each 5 ft square affected by the spell must remain in contact with another affected 5 ft square. He cannot increase the total area of the spell, nor can he make the effects of the spell go beyond its range.

Competence(Ex): The Runecaster gains bonus mana equal to five times his INT modifier.

Improved Competence(Ex): The Runecaster gains bonus mana equal to ten times his INT modifier. This bonus replaces the mana bonus from Competence.

hamishspence

2010-09-03, 05:56 AM

Interesting. Sounds like a reinvention of Epic Magic- only cast on the fly rather than researched ahead of time.

Hopefully it will not have the major unbalanced factors of Epic Magic.

BladeofOblivion

2010-09-04, 01:27 AM

That was my Idea. Of course, it is spontaneous rather than Vancian and has some limits on what it can do. I also haven't defined the effect seeds, Which are the "Payload" of the bomb. I intend them to be weaker than typical spells, but offering an insane amount of Versatility. For example, a "Domination" Seed might be +6 cost, offer a will save, and have the obvious effect. In theory, this means that you could place a Dominate Effect with a touch spell with a short duration at 7th level, but so can a Wizard, and the Dominate Person spell is quite a bit stronger than that effect.

And as for the Major Unbalanced Factors, I am not going to allow mitigation. You can try to think of it as a caster that knows one spell and a Lot of Metamagic.

As for the schools, each is a rough equivalent of an existing school:

Destructive: Evocation and other directly damaging effects. Most "Blasting" fits here.
Entropic: Necromancy and most "Debuffs."
Morphic: Most Transmutation goes here unless it is a buff or an attack effect.
Generative: Mainly conjuration(Creation), such as Wall of Iron, though I might include basic summoning.
Fortifying: Abjuration and other "Buffing," like a burst of AC Improvement or Bull's Strength.
Manipulating: Mostly Enchantment and Illusion, these effects trick and coerce the mind.

I decided early on to ditch divination, as I have no logical way to make that work with the current system. With what I have in mind, you can do various interesting things, though perhaps not as varied as the existing arcane spells.

BladeofOblivion

2010-09-05, 04:11 AM

Bump for data on the Generative school, focused on creation and summoning.

Also, the Fire Seed is completed, so you can experiment with these ideas:

Seems pretty interesting, I'll be bookmarking this. Looks pretty balanced so far, though I feel classes like this can sometimes be a bit hard to gauge with balance at first glance, so take what I say with a pinch of salt.

Minor nitpick - The Sonic damage seed deals fire damage.

BladeofOblivion

2010-09-08, 06:13 PM

Minor nitpick - The Sonic damage seed deals fire damage.

...Darn undercooked Copypasta. Thanks for the catch.

EDIT: Bump for about half of the Entropic effects completed. You can now make your evil Nightmare Debuffs.

Okay, the Entropy school is completely finished! Now debuffs in every color of the rainbow can be formed! Fun for the whole family! (Except for the children. They will be crying and cowering.)

Going to get Morphic up soon, check regularly!

Aran Banks

2010-09-09, 01:08 AM

Absolutely loving this. Keep up the ridiculously awesome work.

BladeofOblivion

2010-09-11, 03:17 AM

Thank you, Mr. Banks. I will indeed try.

Every effect seed is up, with the exception of the summoning seed. That one is proving to be tricky, as I must come up with a solution that is neither overpowered, nor useless, and it must be fluid and simple.

That said, I still need that and the specialization option, for which I intend something like this:

A specialized Runecaster chooses one school to specialize in. In this school, each effect is treated as having a Mana Cost one point lower than the listed value. If the effect has a cost of X, the cost is, instead, (X-1). In every other school, the Runecaster suffers an additional point of Mana Cost. Any effect from a nonfavored school with a cost of X instead has a cost of (X+1).

No complete loss of schools, but it is damaging.

Samm

2010-09-11, 07:57 AM

This is interesting, it's like spell casting except with lego... Is it spontaneous, or prepared? I'm not sure, I didn't see it. I can imagine spotaneous casting with this class to be extremely versatile, but very time consuming for the players. I'd imagine it'd be better as a prepared caster

The Runic Arcan score seems a little low to me. At 1st level, you'll be very limited in what you can do. So maybe increase it by 1. So at 1st it's 2, and at 20th it's 21. That way you can actually go on the offense at 1st level a little. Instead of being limited to touch spells, which trying to pull off on your enemies is likely to get you killed.

Maybe a will save, other wise people will spam this. 1d4 with no save, hmm... Lets say it costs (8) and you're casting it at level, 8, so you could potentially drain somebody of 40 levels. Or at the very least 10. With spontaneous casting I'd imagine this would be a little bit of a boon.

BladeofOblivion

2010-09-11, 12:28 PM

This is interesting, it's like spell casting except with lego... Is it spontaneous, or prepared? I'm not sure, I didn't see it. I can imagine spotaneous casting with this class to be extremely versatile, but very time consuming for the players. I'd imagine it'd be better as a prepared caster.

It is spontaneous, but I do recommend coming up with your general spells ahead of times, the same way that wizards produce their spell lists pregame. If you need something special though, you can produce it on the spot.

The Runic Arcana score seems a little low to me. At 1st level, you'll be very limited in what you can do. So maybe increase it by 1. So at 1st it's 2, and at 20th it's 21. That way you can actually go on the offense at 1st level a little. Instead of being limited to touch spells, which trying to pull off on your enemies is likely to get you killed.

Well, you still have buffing. Anyway, my plan with this is to allow a character to grow. That said, destructive specialists CAN produce a ray of (insert element here) ten times per day.

Maybe a will save, other wise people will spam this. 1d4 with no save, hmm... Lets say it costs (8) and you're casting it at level, 8, so you could potentially drain somebody of 40 levels. Or at the very least 10. With spontaneous casting I'd imagine this would be a little bit of a boon.

...Point. The save would be fortitude, but you are correct. I based the seed on the Enervation Spell, so it was likely to be too powerful. I can offer a save though.

Samm

2010-09-11, 06:45 PM

It is spontaneous, but I do recommend coming up with your general spells ahead of times, the same way that wizards produce their spell lists pregame. If you need something special though, you can produce it on the spot.

It's just when I think about it, you're spellcasting with lego (each spell is made up of little bits you clip together), you've got to put everything together on the fly, which in a real world campaign could take quite a while.

Aside from that, I really like the idea. It's probably massively powerful though, because everything's so versatile. I'm not sure if you should tone it down, but meh. It's a lovely idea.

Well, you still have buffing. Anyway, my plan with this is to allow a character to grow. That said, destructive specialists CAN produce a ray of (insert element here) ten times per day.

Yeah, but at level 1, you'll be limited to touch spells that are very weak, and last for 1 round. Not exactly powerful. At higher levels, things get a little better.

...Point. The save would be fortitude, but you are correct. I based the seed on the Enervation Spell, so it was likely to be too powerful. I can offer a save though.

Yeah, you probably should.

zephiros

2010-10-11, 07:42 PM

I almost want to see this with double the Mana and Runic Arcana. Not to help balance certainly but for the sheer degree of power that it would permit. Everyone needs a crazily strong BBEG sometime, that would make an excellent one if you needed a single character trying to fight a whole party.

It also might be interesting if played without the Runic Arcana limiter, and permitted to invest as much mana as he liked per spell.

Obviously neither is a viable balancing option, but it could lead to some interesting scenarios involving ~400d6 Fire dmg. in a single spell. :P

Qwertystop

2010-10-25, 06:02 PM

Thank you, Mr. Banks. I will indeed try.

A specialized Runecaster chooses one school to specialize in. In this school, each effect is treated as having a Mana Cost one point lower than the listed value. If the effect has a cost of X, the cost is, instead, (X-1). In every other school, the Runecaster suffers an additional point of Mana Cost. Any effect from a nonfavored school with a cost of X instead has a cost of (X+1).

No complete loss of schools, but it is damaging.

What if someone specialized in Destructive seeds, and cast a Vitriol (1 mana) Touch spell? They could do 2d6+1 acid damage on a touch attack, and never run out of mana! Yous should specify a minimum cost, as, though it is clear that you mean minimum 1, you still leave it open for RAW abusers. Unless that is intentional (They still couldn't do much for free), in which case you should clarify that there is no minimum so DMs don't imply one. Also, do these spells require verbal or somatic components? Because if not, I am going to use this in my campaign (The same one I am using the runeblade in) as a DM PC (Living Spell (Message))(Awaken Living Spell (http://www.giantitp.com/forums/showthread.php?t=53450)). If it does, I'll houserule that the Awakened Living Spell can speak (It's a massage spell) and gesture its substance, but I'd prefer not to.

Edit: Message spell,not massage spell

BladeofOblivion

2010-10-25, 06:44 PM

What if someone specialized in Destructive seeds, and cast a Vitriol (1 mana) Touch spell? They could do 2d6+1 acid damage on a touch attack, and never run out of mana! Yous should specify a minimum cost, as, though it is clear that you mean minimum 1, you still leave it open for RAW abusers. Unless that is intentional (They still couldn't do much for free), in which case you should clarify that there is no minimum so DMs don't imply one. Also, do these spells require verbal or somatic components? Because if not, I am going to use this in my campaign (The same one I am using the runeblade in) as a DM PC (Living Spell (Message))(Awaken Living Spell (http://www.giantitp.com/forums/showthread.php?t=53450)). If it does, I'll houserule that the Awakened Living Spell can speak (It's a massage spell) and gesture its substance, but I'd prefer not to.

Well, you're talking in the Black Speech Runic Language. The closest parallel I can think of is the spellcasting from Eragon. It really shouldn't require somatic components, but then someone will make a Tower Shield/Fullplate build just to be ridiculous.

Qwertystop

2010-10-26, 09:47 AM

Again, what about the stuff I noticed with specialising for infinite touch range destructive spells at 2d6+1? Is that intentional, or did you forget to add a minimum?

BladeofOblivion

2010-10-26, 01:18 PM

It doesn't matter. A destructive specialist is limited to just that, so they might as well be good at it. Besides, It loses usefulness beyond level 6, and that's about the point where you can actually survive melee combat with no armor and a d4 Hit Die.

Qwertystop

2010-11-06, 06:07 PM

How does Runeshape work? It's clear with Blast Seed (non-circular blast), but other seeds are confusing. Probably wouldn't work at all with Touch or Self seeds, of course. If you are unsure, I have some ideas. Cone would be like Blast, but from the caster. Ray could be shaped into a zigzag, or around a corner... Unless you just want to limit it to Blast only. Or is Runeshape a separate target seed? If so, what is the Mana cost?

BladeofOblivion

2010-11-06, 06:18 PM

How does Runeshape work? It's clear with Blast Seed (non-circular blast), but other seeds are confusing. Probably wouldn't work at all with Touch or Self seeds, of course. If you are unsure, I have some ideas. Cone would be like Blast, but from the caster. Ray could be shaped into a zigzag, or around a corner... Unless you just want to limit it to Blast only. Or is Runeshape a separate target seed? If so, what is the Mana cost?

I am aware that the wording is confusing, but the intent is to let you toss some holes in your blasts to not kill your allies. The conditions in the wording are to prevent the Fridge Logic of a cone simply skipping a horizontal line and continuing past it.

Qwertystop

2010-11-06, 06:30 PM

I am aware that the wording is confusing, but the intent is to let you toss some holes in your blasts to not kill your allies. The conditions in the wording are to prevent the Fridge Logic of a cone simply skipping a horizontal line and continuing past it.

So you can't move a 5-foot square out of the main area, and move it to the outside, such as changing a circle to a sort of oval-y thing? It has to stay within the range it would be without Runeshaping?

BladeofOblivion

2010-11-06, 06:36 PM

It would be interesting, but everyone knows that someone would use it to gain insane range. A five-foot burst is five squares, but a 10-foot burst adds eight more. It grows exponentially, so it could quickly become a terrifying 5-foot wide, multiple hundreds of spaces long beam of constitution damage.

Allowing 3d Spaces to be moved cubes the range instead of squaring it.

NecroticPunch

2010-11-06, 07:56 PM

Blade, maybe you should clean up the text of the class, because right now it's kinda confusing to read.
No offense to you.

BladeofOblivion

2010-11-07, 04:40 AM

Blade, maybe you should clean up the text of the class, because right now it's kinda confusing to read.
No offense to you.

I'VE BEEN TRYING. IT'S STILL A WIP FOR A REASON!

Now that that is out of my system, what exactly do you suggest? Admittedly, the closest existing mechanic I can find is Epic Magic. It's probably a bad Idea to take data from there, so it's fairly hard to work on this.

Qwertystop

2010-11-07, 08:07 AM

Could you have some seeds that act similar to cantrips? The whole point of this class is that it can be ready for anything, unless I am misreading it, but it still has no way to, for example, grab something that is on the other side of a wall with a very small hole in it (short of Repositioning Seed) or to light up a dark room in a way other than a long-duration fire blast. Cantrips are good with that stuff.
EDIT: I just realized, you have a seed for Enlarge Person, but not for Reduce Person.

Edit Again: You have target seeds for Self, Touch, Ranged Touch (you called it Ray), Cone, and Blast, but none for whatever the range type is called that is used in Lightning Bolt (a line that affects everyone in it, not just the first guy in the line). Also, a possible rephrasing for Runeshape, if I am understanding your explanations correctly, is:
Runeshape(Sp): The Runecaster gains the ability to shape his spells to his desire. He can remove one or more 5 ft squares from the affected area of a spell with the Blast or Cone Target Seed. However, each 5 ft square affected by the spell must remain in contact with another affected 5 ft square.
This fits the idea of being able to make Blast or Cone spells go around your allies, without the unclearness that would make it seem as though you are changing a circle into, for example, an oval, or a spiral, or a splat (http://jg.msdpt.k12.in.us/staff/Huckaby/splat.gif).

OpusMaximus

2011-02-03, 09:10 PM

I really loved this class the moment I saw it, I've been looking for a really nice runeslinger class for a while now. Awesome job coming up with this.

Howbout something like this for summoning:
Summoning: Only applicable to area targets, summons number and type based on mana spent.
Summoning
Duration Seed Applicable: Yes
Effect: The spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane) from the Xth-level list of the Summon Monster table, where X is 1/2 of the mana spent. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.
Save: None
Mana Cost: +2X/per level of summoning

Alternately, since the majority of the Summon Creature CR's seem to be 1 less than the Summon Creature list level (save for Summon Creature I, which has a bunch of CR 1/2 creatures), make the effect that the caster summons a creature of CR (x/2 -1), with Fiendish or Celestial the only available templates for modification.

Gideon Falcon

2011-02-26, 01:33 AM

Pretty cool. Although I think it would be nice to have an augment for the changing rune so that it could become more along the lines of Shapechange, allowing you to reform yourself.